Tom Clancy's Splinter Cell: Chaos Theory Walkthrough :

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Walkthrough - FAQ/Walkthrough

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Splinter Cell:Chaos Theory
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Hello there, my name is Norgor. Welcome to my very first FAQ. I'll be guiding
you through the beautiful and deadly world of Splinter Cell:Chaos Theory. This
walkthrough covers the Playstation 2 version of the game and will be
referencing the PS2 controller. This walkthrough will NOT be covering the coop
or online aspects of the game. Also, this game and all of its characters are
copyrights of Ubisoft and Tom Clancy.
This FAQ is hosted on multiple sites but the latest version will always be on
GameFAQs. If any other sites want permission to host it, email me and I'll let
you as long as you don't change the FAQ in any way.
Contributed by: Tyler McGrew a.k.a. Norgor
Email for questions, comments or suggestions: shyty02@hotmail.com
Version History:
-------------------------------------------------------------------------------
Version 1.30 - Bank and Bathhouse mission updates and new cheat section
Version 1.20 - Many updates on multiple missions
Version 1.10 - Updated bathhouse mission and laser area on Displace mission
Version 1.01 - Removed north, south, east and west to prevent confusion
Version 1.00 - Completed the walkthrough and all of the sections
===============================================================================
-------------------------------Table of Contents-------------------------------
===============================================================================
SC1 Getting Started
SC1.1 Equipment
SC1.2 Controls
SC1.3 Moves List
SC2 Mini-games
SC2.1 Lock-picking
SC2.2 Hacking
SC3 Statistics Overview
SC4 Walkthrough
SC4.1 Lighthouse
SC4.2 Cargo Ship
SC4.3 Bank
SC4.4 Penthouse
SC4.5 Displace
SC4.6 Hokkaido
SC4.7 Battery
SC4.8 Seoul
SC4.9 Bathhouse
SC4.10 Kokubo Sosho
SC5 Cheats
SC6 Conclusion
To search quickly between sections, press Ctrl+f then type in the SC# next to
the section you are looking for and press enter.
===============================================================================
SC1-----------------------------Getting Started--------------------------------
===============================================================================
For those just starting the series, Splinter Cell is a stealth combat game
where you control one of the US government's secret operatives. His name is Sam
Fisher and he is the best at what he does; covert, secret government
operations. Equipped with an arsenal of gadgets and information, Fisher is sent
into hostile situations that require a pair of unseen eyes and ears.
However, Fisher can't do his job alone. He is given his orders by Colonel
Irving Lambert who will often stay in contact with Fisher to update mission
objectives. For computer prowess, look no further than Anna Grimsdottir or Grim
for short. She is a computer genius and will often require Fisher to hack
various computers for information. The last man on your team is William
Redding, your information expert. He will provide background information on
your objectives and will help Fisher by providing any relevant data to his
current situation.
===============================================================================
SC1.1------------------------------Equipment-----------------------------------
===============================================================================
In addition to his team, Fisher has a lot of gadgets to help him complete the
objectives. Fisher's goggles are equipped with thermal, night and electro-
magnetic frequency (EMF) vision modes. Thermal shows all heat traces including
an enemy's body heat. Night vision allows Fisher to see in dark places with
ease but can wash-out in brightly lit areas. EMF shows all active electronics
in the area such as computers, cameras or booby-traps.
Fisher's main weapon is the SC-20K rifle which can be customized for any given
situation using various attachments. The first (default) attachment is the
launcher. Using the launcher allows Fisher to load one of four different kinds
of ammo: sticky shockers, sticky cameras, gas grenades or ring airfoils.
Sticky shockers and ring airfoils are relatively silent, non-lethal ammo that
can bring enemies down quickly. Shockers can be shot anywhere on the opponent's
body to be effective while airfoils are best if shot at the head. Gas grenades
are used to knock out multiple targets in an area who aren't wearing protective
gasmasks. Sticky cameras are used like a second pair of eyes. Shoot the camera
at the wall and Fisher can see from the camera's point of view. While in this
view, Fisher can move the field of vision, change the vision mode, make a
distracting noise or release a poisonous gas to knock out foes. If the camera
hasn't released its gas, Fisher can also pick up the camera for reuse.
The other SC-20K attachments include the foregrip, the shotgun and the sniper
attachments. The foregrip attachment allows for precision aiming of the NATO
rounds, even during full automatic firing. Using the shotgun attachment allows
Fisher to shoot a highly concentrated shotgun blast for close combat but makes
a lot of noise. The sniper attachment allows for greater zoom capabilities as
well as armor piercing. These shots are loud but can penetrate almost any kind
of cover.
Fisher's backup weapon is the 5-7 Pistol with Optically Channeled Potentiator
(OCP). This pistol is a single shot weapon but is silenced. The OCP is a handy
addition to this gun because it has the capability to disrupt electronics from
a distance. Unprotected lights, cameras, computers or anything else that shows
up while in EMF vision can be disrupted but each use of the OCP requires it to
recharge for a short period of time.
A variety of explosive devices are also at Fisher's disposal. Frag grenades are
used as a lethal explosive that is thrown into an area. Flash grenades create
a blinding flash of light to anyone who sees the explosion temporarily
disabling their sight and hearing. Smoke grenades provide a non-lethal cloud of
smoke that provides cover from being spotted. Finally, wall mines are available
to Fisher once he disables them during a mission. The mines are motion
sensitive but can be deactivated by sneaking slowly up on them and disabling.
Another important piece of hardware is the Electronically Enhanced Vision(EEV).
This binocular-type device allows Fisher to scan various objects as well as
hack into computers or other electronics from a distance. The EEV is also
equipped with a laser microphone to listen in on conversations from far away.
===============================================================================
SC1.2------------------------------Controls------------------------------------
===============================================================================
Here is a list of basic controls for the game taken from the manual
Square: Equip Item, Draw Weapon
X: Interact (Pickup, Open, Grab, etc)
Triangle: Jump
O: Crouch/stand
Up on D-pad: EMF
Down on D-pad: Sticky Camera
Right on D-pad: Thermal vision
Left on D-pad: Night vision
Select: OPSAT menu (Objectives, Notes, Maps)
Start: Pause menu (Save, Load, Restart, Quit)
L1: KO attack (Non-lethal)
L2: Whistle
L3: Back against wall
R1: Lethal attack
R2: Quick Inventory (Hold for inventory selection)
R3: EEV
Left Analog: Movement
Right Analog: Camera
===============================================================================
SC1.3-----------------------------Moves List-----------------------------------
===============================================================================
This is a list of some basic moves Fisher can do that will help along the way
Mantling - Climb onto ledges or objects by pushing towards them and pressing
triangle
Close Attack - When in close to an enemy, use L1 for a non-lethal attack or R1
for a more lethal solution
Ledge Hanging - To hang from a ledge, carefully drop off the ledge. From there
Fisher can shimmy left and right, climb back up or drop down by pushing O
Hanging Throw - While on a ledge below an opponent, push X to grab him and
throw him off the ledge. If he falls a sufficient distance, he will die
Bar Hanging - Under a horizontal bar, jump up to grab onto the bar. Push X to
tuck in Fisher's feet. Push O to drop down/untuck. Can draw a weapon while
hanging tucked or untucked
Inverted Neck Snap - While bar hanging from a tucked position over an enemy,
push L1 to choke the victim unconscious or R1 to snap his neck
Water Kill - When in water close to an enemy, use the interaction menu to kill
the enemy by drowning him
Zip Line - Under a sloped wire, jump to grab hold and slide down. X tucks in
Fisher's feet and O drops off the line
Rolling - While standing and running, hold O to engage in a roll
Split Jump - In a narrow corridor, face the wall and push triangle. While split
jumped, Fisher can draw a weapon or drop down on unsuspecting foes
Rappelling - While near a hook point, use the interaction menu to start
rappelling down the wall. Press triangle to kick off the wall or down to
climb down slowly. Fisher can draw a weapon while rappelling
Switch Shoulder - When aiming a weapon, use L3 to switch shoulders for better
coverage around corners
Grabbing - Get behind an opponent and use the interaction menu. Some enemies
can be interrogated by pressing X. Fisher can draw a weapon while grabbing
to use the enemy as a human shield. Push L1 for a silent knockout or R1 for
a lethal takedown. Using R1 near ledges will throw the body off the ledge
Force Cooperation - While grabbing, move an enemy near a retinal scanner to
make them open the door
Move Body - Near a downed body, push X to pick up the body. Pressing O while
carrying a body will cause Fisher to stand up but remain silent. Press X to
silently put someone down or triangle to drop them in a hurry
===============================================================================
SC2-------------------------------Mini-Games-----------------------------------
===============================================================================
Splinter Cell has two mini-games: lock-picking and hacking. Here I will explain
how to play both mini-games as well as some general tips for success.
===============================================================================
SC2.1----------------------------Lock-Picking----------------------------------
===============================================================================
Encountering locked doors forces Fisher to play this mini-game if he wants to
enter silently. There is always a choice to by-pass lock-picking by breaking
the lock but lock-picking is really easy and isn't as loud as breaking in.
When lock-picking, a close up of the lock mechanism is shown on the screen.
This view shows the pins that Fisher has to set into place to pick the lock
successfully. To do so, move the left analog stick in a circular motion until
the pin begins to move. You will know this is happening by the movement of the
pin onscreen and a small clicking sound. As soon as this happens, continue
moving the analog stick in the general direction that caused the clicking.
If you are in the right area for long enough the pin will lock into place and
Fisher will move onto the next pin. Repeat this process for each pin until the
lock is picked!
There is a special lock-picking occasion that requires some extra explanation
but I will explain that fully in the walkthrough so I don't spoil any plot.
===============================================================================
SC2.2-------------------------------Hacking------------------------------------
===============================================================================
Hacking occurs when trying to open a computer's secure access area, using a
retinal scanner without forced cooperation from a guard or trying to open a
keypad door without knowledge of the code. Hacking a computer can also be done
from a distance by looking at it through EEV but is much harder than hacking up
close.
Much like lock-picking, hacking shows a special interface over the current
layout. The interface shows a list of possible port combinations on the top, a
countdown bar below that and four fragment squares that are scanning the ports.
To the right of the fragments are the number of locks available. Up and down
navigate among the list of possible combos while left and right move the cursor
among the fragments. Square tries to lock a fragment while X chooses the
currently selected combo. Triangle exits the hacking sequence.
The object of hacking is to find the correct sequence of ports that will hack
the computer, scanner or keypad before time runs out. To do so successfully,
you have to eliminate the choices of possible combos until you can safely pick
the correct one. Getting rid of the wrong answers involves using the fragments.
Sometimes a number will light up in one of the fragments signifying a correct
number in the sequence. This number can be locked into place by moving left or
right onto it and pushing square before it dims. If you locked it, the list of
possible combos will automatically get rid of any that don't have that number
in them. By locking as many fragments as possible, Fisher can narrow down his
combo choices down to the correct one. Sounds okay, right? Well there are some
twists thrown in to make it harder.
First on the list of worries is that countdown bar. Slowly but surely the bar
will drain until it turns red signifying the point of no return(I believe it
starts when the bar is 3/4 empty). Once you reach this point, you cannot cancel
out of the hack without setting off an alarm but you can still keep trying to
hack the system. If the bar empties completely, the hack will exit and an alarm
will sound. To keep from setting off any alarms, just press triangle when the
bar gets close to the point of no return and start the hack over.
Another worry is the number of locks available. Sometimes the hack won't let
you lock all four fragments so you can't always narrow the choices down to the
one correct combo. Though you can't lock them down, the lit up numbers are
still correct so use that brain of yours and remember the number. Next, look
over the list of possible combos still left and mentally eliminate the ones
that don't have the number you remembered.
Perhaps a sample run through will help explain better. I go to hack a keypad
and notice I have three locks and five possible combos
(selected)-->123|45|79|22
122|45|27|10
123|45|79|19
122|55|34|10
122|45|34|22
The first fragment I lock down is 45 in the second slot so now I'm left with
-->123|45|79|22
122|45|27|10
123|45|79|19
122|45|34|22
The next fragment is 123 in the first slot leaving me with
-->123|45|79|22
123|45|79|19
I'm down to 1 lock and I wait a long time for the third slot to lock 79
-->123|45|79|22
123|45|79|19
Drat, both have all 3 fragments, I'm out of locks and I'm past the no-return
point. Thankfully, the final fragment lights up as 19. But since I can't lock
it down, I have to manually select that combo
123|45|79|22
-->123|45|79|19
I press X and proceed through the hacked door.
Though it may sound really hard, hacking isn't so bad once you get the hang of
it so keep trying and eventually you'll get it. In the mean time, here are a
few quick tips for success:
--Lock-down as many fragments as fast as possible
--Don't try to lock down a fragment that isn't lit or you'll waste a lock
--Sometimes the list will leave only the correct answer after 2 or 3 locks
--Random guessing is bad because incorrect guesses will cause alarms
--Don't be afraid to quit before the point of no return to start over
===============================================================================
SC3---------------------------Statistics Overview------------------------------
===============================================================================
New to the Splinter Cell series is the Statistics received after each mission.
Though the statistics don't seem to unlock anything to my knowledge, they do
serve as a small bragging right so going for 100% is mostly for personal
satisfaction. Each mission is graded on several factors including objectives
accomplished, alarms triggered, intruder identifications, etc.
Objectives are the first things to take away from your score if any of the
objectives are left incomplete. That means primary, secondary and even
opportunity objectives will count against you if you leave them unfinished.
However, certain missions will cancel an objective but this does not affect
you negatively. Also, there are bonus objectives that can be achieved but I
think these add to your final score if completed but don't take away from it
if they aren't.
Another thing that takes away from your score is the number of people you kill.
That's right, even when you have the fifth freedom to kill the enemies, you
will lose percentage points for all those really great looking kills. However,
knocked out enemies or civilians don't negatively affect your score nor does
killing an enemy that an objective specifically tells you to kill.
Other things that take away from your score are being identified as an intruder
(meaning the enemy starts shooting at you), bodies being found and alarms being
triggered. This means that getting 100% for each level requires complete
stealth as well as compassion to not kill everyone who crosses your path. Think
you can handle it?
===============================================================================
SC4-------------------------------Walkthrough----------------------------------
===============================================================================
Finally, I get to what you really came for, the walkthrough. But first, some
important things to note. I will be assuming you know basic controls and moves
since I told you them in a previous section. I'm also not going to tell you
when and where to save. It is entirely up to you whether you want to try an
entire level without saving or whether you want to save every few steps.
This walkthrough will not ensure a 100% on every mission since I don't know
everything and it is up to you not to get caught. This guide was written while
playing on Normal so playing on Hard or Expert will probably be different.
When choosing equipment, pick whatever suits your playing style the best. And
finally, I'll try to layout the easiest solution as possible but I can't think
up everything so improvising is okay. Without further ado...
===============================================================================
SC4.1-----------------------------Lighthouse-----------------------------------
===============================================================================
PRIMARY OBJECTIVES: Recover or destroy information about the Masse Kernels,
Rescue Morgenholt
SECONDARY OBJECTIVES: Eliminate Hugo Lacerda
_______________________________________________________________________________
AREA: The Dungeons
Pull out your night vision and proceed to the cave on the far left end of the
beach. Short bursts of gunfire will be heard while heading through the cave and
you'll receive a new objective.
NEW PRIMARY: Discover where the guerillas got their arms and equipment.
Continue in the cave and enter the crawl space. Exit out the other side and
climb up the ledges. Stop short of climbing the last one and duck down. Let the
two men talk it out until one of them decides to "head back". Climb up the last
ledge and slowly move around the bend to the left. Grab the guard, interrogate
(for a Metal Gear Solid 3 reference) and dispose of him as you see fit.
Sometimes there is a little bug where you can't grab him directly in the back,
just back up slowly and try again. Afterwards, walk across the bridge and go
through the hallway to the next room.
Here is the source of all that gunfire. Proceed into the room and stay in the
dark areas. Sometimes the guard with the gun will look back your way but you
won't get caught if you are in the shadows. After he turns his back to you and
starts shooting his gun again, move through the light and grab him. The
generator nearby will allow you to make some noise and the man in the chair
won't notice that you grabbed his buddy. Interrogate but hide his body in the
dark by the room entrance you came in. Ignore the man in the chair. While you
were doing all this, Lambert gave you a new mission objective.
NEW OPPORTUNITY: Scan the SSCC bar code of the delivered crates
The first crate(1) is in that room. Along the left wall there are many crates
but only one is painted in camo. Use your EEV (R3 button) to scan the crate.
One down, four more to go. Proceed down the hallway on the right. As soon as
you get to the bend, check the corner for another crate(2). Proceed left and
meet your first door and lock-picking. Pick the lock and enter the room. (NOTE:
I always make it a point to close doors. Not because it has anything to do with
being born in a barn but because enemies will notice open doors and become
alerted).
Once in the room, use the med kit if needed. Next, go down the stairs and wait
by the large crate until one of the men goes for a walk. By now the Morgenholt
primary objective will be cancelled. Wait for the guard to pass you and grab
him. Interrogate and hide him behind the crate. Go around the bend and towards
the torture chamber. Move quietly into the room and ignore the body and the man
in the corner. The exit is near the spotlight in a little alcove.
_______________________________________________________________________________
AREA: The Fortress
Fisher starts with a tent on his left. Using your thermal, you can see that the
tent has an occupant. Move to the near side of the tent and cut the fabric by
using the interact menu. Sneak up behind the man and grab. Interrogate to find
out information that cancels the Lacerda secondary objective. Dispose of him,
head out of the tent the way you came in and go towards the lighted area on the
right. Use your OCP to knock out that light and cautiously enter the room below
it. A guard may be patrolling the room so sneak behind and grab him or wait for
him to come then surprise him.
Proceed to the next open area and head right. Don't worry, no guards are here
if you dispatched the one in the previous room. Head to the tent on the right
and look in the back left corner for another crate(3). Now head outside of the
tent and towards the spotlight. There is a semi-hidden crawl space around here
that will help you bypass two unnecessary guards. Enter and exit a total of
three crawlspaces in a counter-clockwise fashion and head up the stairs to the
left. Pick the lock and enter the room.
Against the left wall is a med kit; use if needed. Ignore the sleeping man and
the man in the chair and stay in the shadows near the fire. There is some ammo
on the crate next to the fireplace if you want it but be careful not to let the
man in the chair spot you. Proceed to the left and down the stairs. Go through
the long corridor and don't worry about the music popping up, you didn't get
caught by anyone. Climb the stairs at the end and enter the room.
Sneak behind the man at the computer and grab him. Interrogate and dispose. Use
the computer to complete the Kernels primary objective. Check the wall by the
"door" you came in to find another crate(4). Exit this room and continue along
until you pick another lock. Enter the room and go around the crates to leave
this area behind.
_______________________________________________________________________________
AREA: The Lighthouse
Look straight ahead and notice the last crate(5). Scan it to successfully
complete the crate opportunity mission. However if you wait, you can hear the
whole story told by the guards. Wait for the story to finish and one of the
guards to approach the door. After he turns his back, walk behind the crates on
the left side. Wait behind the crates until the soldier stops at the top of the
stairs on the left. Grab him and hide him behind the crates. Ignore the other
guard unless you want to interrogate him for a moderately funny conversation.
Either way, head down the stairs on the left.
Open the gate, climb down the ladder and approach the next gate. You will
notice that it is broken and won't open. Just approach it and jump, Fisher will
climb right over it. If you move fast, but silently enough you can catch the
next guard. If not, just wait in the shadows for him to make another pass then
grab him. Proceed around the cliff to the lighthouse proper. There is a guard
who patrols the outside perimeter so be careful. Wait for the guard to patrol
past the light then go across the bridge. Sneak around behind him and take him
out. Enter the lighthouse on the side opposite the bridge but do so quietly.
Hide in the shadows by the ladder on the right side of the room and listen to
the radio man. This will complete the arms primary objective and give you a new
one.
NEW PRIMARY: Exfiltrate to the primary extraction point
Sneak behind the radio man and grab him. Interrogate him and knock him out or
kill him. After he is down, shoot the radio to complete a bonus objective
(Thanks to Chandler07 for this information). After that is done, climb the
ladder. There is a med kit at the base of the stairs if you need it. Climb the
long winding stairs (gotta love the upkeep on this lighthouse) and climb the
ladder at the top. Start climbing the ladder in the next room but stop on the
top rung. There is a guard patrolling the outside of the lighthouse that we
have to deal with first.
After you see the guard pass by the windows in front of your view, climb up but
stay behind his position. Circle the room counter-clockwise following behind
the guard until you get to the opening that leads outside. Grab the guard while
he waits at the opening or wait until he passes by and sneak up on him. Take
him out then return to the opening, flip the switch and complete your
extraction primary objective and the mission.
===============================================================================
SC4.2-----------------------------Cargo Ship-----------------------------------
===============================================================================
PRIMARY OBJECTIVES: Recover the bill of lading for Lacerda's arms shipment,
retrieve the ship's transit ledger for Lacerda's shipment, eliminate Hugo
Lacerda
SECONDARY OBJECTIVES: Find the name of Lacerda's Panamanian contact
_______________________________________________________________________________
AREA: Lower Decks
Wait at the starting location until two guards talk about Lacerda. Continue
waiting until one of the guards walks around the left side of your cover. With
his back turned, grab him and interrogate. Hide the body then look over the
ledge to locate the other guard. If you see him, wait for him to duck into the
room. If you don't see him or he just went into the room, climb down the right
staircase. Wait on the right side of the door for him to come out then grab
him. Dispose of him then enter the room and head down the long corridor.
Head down the stair quietly. Approach the man in the chair and hit him with a
close attack (L1 or R1). Open the door and climb into the cargo hold. You will
receive a new objective.
NEW OPPORTUNITY: Place tracking devices on any illegal weapons crates
Make your way through the cargo hold by climbing over the boxes or between
them. Squeeze your way into the next cargo hold and look at your feet. The
first crate(1) is right here. Interact with the box to place the tracking
device and move on. Continue climbing or squeezing your way until you reach a
ladder. Climb up and use the med kit on the left if you are hurt. Open the door
on your right.
Move past the door outpouring water on the right until you get to another door.
Slide open the door and sneak up on the man doing some saw work. Grab him and
put him out cold. Go back to the door and hit the switch to turn off the lights
if you want. (NOTE: I always shut off lights and electronics when I get the
chance just so I can have more dark to sneak around in. Also helps hide bodies
better). Go back into the room and enter the crawlspace in the corner.
Exit the crawlspace and wait for the guards to finish talking. A guard on the
catwalk will approach your position but stay calm. Hide against the wall
opposite the crawlspace and grab the guard when he passes by. Dispose of the
body and jump over the catwalk railing to the ground floor. Sneak up behind the
guard fiddling with the pump and dispose of him. Activate the pump then enter
the door on your right.
Go through the hallway till you reach the first door on your right. Open it and
look at the top of the pile of crates. See the bill of lading attached to that
top crate? Climb up there and get it to complete the lading primary objective.
Drop down and open the door you came from but don't go out into the hall. Two
guards are now outside so stay in the room and on the right side of the door.
Don't worry when one of the guards says he saw something, if you followed my
instructions he won't be talking about you.
After the guard passes by the door, go right down the hallway. Approach the
lighted area on the right and drop down beneath the floor. Walk among the pipes
underneath the guards and exit out the other side. Go right down the staircase
and into the next area, don't worry if the guards became suspicious because you
will leave them guessing.
Enter the next room and heed Grim's warning: DO NOT FIRE ANYTHING IN THIS ROOM!
That includes sticky shockers, sticky cams or airfoils. And don't get spotted
either because the guards will shoot and blow the whole room to kingdom come.
Go around the cover on the left and wait for a guard to come to you from the
far side of the room. Dispose of him silently. Head to the far side of the room
and hug the wall with the light on it. Wait for the man on the catwalks to move
all the way across the walk above your position before proceeding across the
room. Turn right and grab the guard holding position near you. Interrogate him
to discover the intelligence of your enemy. Dispose of him and head straight
towards the stairs.
OCP the hanging light before going up the stairs. The guard may see the light
go out but if you wait by the top of the stairs he won't see you. Wait until he
calms down then sneak up behind him and dispatch him. Go across the catwalks
and up the next set of stairs. Cross the room again and enter the hallway.
Squeeze past the crates and enter the upper decks.
_______________________________________________________________________________
AREA: Upper Decks
Move up the stair on your left. Ignore the door on your right and enter the one
on your left. Use the computer if you wish but hear out the conversation going
on in the next room. Climb into the crawlspace near the entrance to this room.
Exit out the other side and grab the man looking over the maps. Interrogate and
dispose then do the same for the man at the computer. Use the computer to
complete the ledger primary objective.
Go through the door and down the short hallway. The room on the left has a non-
essential computer and a med kit if needed. Proceed to the door at the end of
the hall. Enter the area and notice the crate(2) underneath the stairs. Plant
the tracking device then head up the stairs. On the next floor, open the door
and proceed down the hallway. At the end, open the door quietly so you don't
alarm the guard. Staying in the doorway will prevent even the patrolling guard
from seeing you. Notice how the guard in the corner is impossible to sneak
around? Your best bet is to just airfoil him in the head or sticky shock him.
Once he is down for the count, head across the room and to the right. Be sure
to stay out of the light as much as possible due to the patrolling guard. Once
in the kitchen area, sneak up behind the man by the crate(3) and grab him.
Bring him into the dark corner by the kitchen's entrance next to the large pipe
and out of the light. Hide in that exact spot for the patrolling guard to come
around. He will enter the kitchen where you can grab him. Hide the bodies and
place the tracker on that crate. You've tagged half the crates now.
Alternately, if you are worried about the patrolling guard, wait in the dining
room for him and sneak up on him there with more room to maneuver. Head out the
other door in the dining area and down the hall. At the end of the hall is a
little lounge with two guards and a box of ammo. I would advise steering clear
of that room because the guards don't provide any valuable information and they
are more than likely going to spot you. Instead, head down the left hallway and
slide open the door. Go up the stairs and into the next area.
_______________________________________________________________________________
AREA: The Bridge
Immediately turn towards the stairs and notice another arms crate(4). Do your
tracking thing and head down the hall. Ignore the boxes on the left for now and
wait at the beginning of the right hallway. A guard is patrolling around here
so wait until he comes halfway down the hall and stops. Once he turns his back,
head down the hall after him. Wait at the other end of the hall in complete
shadow. He will enter a room on the left but will come out shortly. Grab him
when he passes by and hide him in the room he entered (the one on the right).
The other room has a sleeping guard whom we won't disturb. Go out of the room
and to the end of the hall. Open the door and notice the med kit on the left.
Climb to the top of the stairs and wait for the captain to finish talking.
Once he passes by you, follow him and grab him. Interrogate to complete the
cabin primary objective. Also sneak up behind the other man in the room and
dispose of him as well. Now it's time for a little backtracking. Go back down
the stairs you came up and through the door. Head down the hallway and to the
left. Go to the right and squeeze past the boxes. Open the door quietly and go
down the hall. Approach the door at the end of the hall but do not open it.
Listen in on the conversation to complete the Panamanian secondary objective
(Thanks to Plsch for this information)
Wait for Lacerda to start raiding the fridge in the room on the right and for
him to kneel down. Grab him and start interrogating. You will have to
interrogate him multiple times in order to get information and to calm the
guards down in the next room. During the interrogation, you will complete a
bonus objective. While still holding him hostage, drag Lacerda back to the door
you came in. Once Lacerda starts repeating himself, kill him to complete your
Lacerda primary objective and to receive a new one.
NEW PRIMARY: Exfiltrate to the extraction point
Open the door and take his body into the dark hallway. Leave him by the boxes
and close the door you came from. Squeeze past the boxes, go down the right
hallway and up the stairs. Now that you are back in the bridge, go across the
room and open the door in the left corner. Proceed down the hall and ignore the
first door on the right. Approach the second door on the right. This is a
tricky area because of a guard that is patrolling.
Wolfjemidas suggests leaning out of the door and shooting a sticky camera high
up on the wall to the left with the stairs next to it. You can overlook the
ledge without being spotted by the guard. As soon as he's away, you can go up
the ladder to the right. Climb up and head to the left. Hide around this area
as it is the only one with the cover of darkness. Wait for the guard to patrol
by you and grab him.
Once the guard has been taken care of, return to the door you began this area
at. If you look near the staircase by the door, you will notice another
crate(5). That leaves one more left. Head up the stairs and to the left. Go all
the way to the end and turn right around the corner. Stand at the top of the
ladder leading down. This was another tricky spot for me since the patrolling
guard below typically sees me climbing down the ladder. My best suggestion is
to watch the guards below and take out the patrolling one with a sticky shocker
when he is in the far right area.
Climb down the ladder and head left away from the second ladder down. In the
darker area, jump over the rail and drop down to the ground. Near the center of
the area you will find the last crate(6). Place your tracking device to
complete the crates opportunity objective. Take out the guard down here and
climb up the ladder next to him. Go across the catwalk and to the far ladder.
Climb it then extract to finish the extraction primary objective and the
mission.
===============================================================================
SC4.3--------------------------------Bank--------------------------------------
===============================================================================
PRIMARY OBJECTIVES: Enter the bank, determine who MCAS bank purchased the arms
for, steal $50,000,000 in French government bearer bonds
SECONDARY OBJECTIVES: Look for any suspicious transaction records
OPPORTUNITY OBJECTIVES: Plant a series of false emails to make is look like an
inside job
_______________________________________________________________________________
AREA: North Wing
First off, wait for the guards to finish their little talk. After they are
through, sneak up on the patrolling guard while in the dark. Dispose of him and
move towards the wall on the right side of the courtyard. Sneak behind the tree
next to the guard to grab him. No interrogations yet so proceed to the door
along the right-hand wall. Open the door, go through the hall and exit out the
door on the other side. This new area will introduce your first camera. Move
forward till you get to the archway and stop there. Put on your EMF vision and
OCP the camera on the left wall. Run across the area to the ladder along the
far wall. Climb up to the rooftop.
On the roof, head to your left and follow the path to the windows. Go to the
door on the right and pick the lock. Once inside, turn the magnetic locks on
the windows off by using the switch in front of you. Leave the room and go
towards the open window. Grab onto the rope conveniently placed there and climb
down. Once at the bottom, don't move around a lot because of the lasers.
Instead you should access the computer remotely using your EEV to turn off the
lasers. You will also have passed the enter the bank primary objective and
received a new one.
NEW PRIMARY: Authorize the vault access from three officers' panels
Now then, open the door in the corner quietly so you don't wake the sleeping
guard. He is in the hall to the left sleeping in a chair. (NOTE: For some
stupid reason, Sam will not grab enemies in chairs while in a crouched position
on this level. Just get behind the seated guard and stand up to grab him. If
you aren't close enough yet, be sure to duck back down before moving closer).
Grab him from behind and interrogate him. Be sure not to knock him out yet
since he can unlock a retinal scanner nearby. Force his cooperation on the
retinal scanner next to the door in this area then take him out.
Head back into the skylight room and go across to the other side. Go through
the small hall and through the right door. You are in the lobby and you only
have one job here. Turn the corner to the left and remotely access the computer
by the sitting guard. Don't try accessing the monitor, point your EEV at the
tower under his desk. Check the cameras if you want but be sure to read the
emails and hack the security access area to plant the first false email(1).
Retreat back to the area with the retinal scanner and enter the second door on
the right.
_______________________________________________________________________________
AREA: East Wing
This room has a camera but you are probably better off just shooting out the
light with your pistol. Move towards the windows ahead but don't stand in front
of them. Two guards are in that room conversing so sneaking in there would be a
bad move. Instead, use your EEV to access the computer on top of the lockers in
that room. Read the emails and hack the computer to plant the second email(2).
Nothing else in that room is important so continue down the hall. A med kit
lies just before the stairwell so use it if needed then climb the first set of
stairs.
Stay in the dark because a guard in the room above will look down on your
position. Stay in the shadows until he turns his back and make your way up the
rest of the stairs. Wait just inside the room for the guard to return. Once he
turns his back again, grab him and interrogate to find out the reason he
doesn't set off the lasers. While holding him hostage or after you take care of
him, drag him across the room through the lasers. Wouldn't it just be easier if
Sam just took his clothes? Though he might have some explaining to do...Anyway,
once on the other side of the room, go behind the desk and access the computer.
Hack, plant another email(3) and leave the room via the dark hallway.
Stop in the hall and wait for another guard to cross the new laser area. Once
he turns around, grab him and proceed across the lasers. Hide his body in a
dark corner and continue across the room. Enter the hallway to find another
med kit. Just around the corner on the right is another camera. Use your OCP to
knock it out and take the right path around the glass room. Guards are in there
and one is discussing his fondness for one of the men on camera. Approach the
door and enter the keycode you found in one of the emails (a little pop-up
window appears in the bottom right corner of the screen to remind you).
Wait for the men to stop talking before taking them both out. One of the men
offers up information about the vent above you leading to the outside but I
found that the vent isn't necessary so just ignore it. There are two computers
in the room that need to be hacked. One will turn off all the cameras in the
area while the other will plant another fake email(4). The camera computer will
also delete the camera archives which will provide you your first successful
bonus objective. Also, near the door is a switch to allow access into the main
vault so use it and exit the room.
Proceed down the hall you didn't enter from to find another keypad door. Unlike
the previous one however, you don't have the code so you are going to have to
hack it. Enter the secretary's room and pick the lock on the far door. Go into
the new room and approach the computer on the desk. Hack it and plant another
porn site bookmark...I mean fake email(5). Look in the back right corner of the
room beside the bookshelf for another main vault access panel. Flip it and
leave the room.
Now backtrack to the last room that had the lasers in it. Don't worry about the
camera this time since you turned them all off earlier. Grab the guard's body
you hid in this room and cross the laser field. Hide the body in the hall and
do the same guard-body trick in the next room. Continue down the stairs, past
the room with the two untouched guards and back to the previous area.
_______________________________________________________________________________
AREA: North Wing
Turn left and enter the door by the retinal scanner. Shortest paragraph yet!
_______________________________________________________________________________
AREA: West Wing
Go down this long hallway and ignore the first door on the right. Keep going
until you get to the corner going left. Peek around the corner but stay in the
dark. A guard is here fixing the door on the right. Listen to him talk to
himself to get the code for the door he is fixing. After he leaves, approach
the door and use the code to get in. Search the file cabinet on the far side of
the desk to complete the records secondary objective. Also, hack the computer
on the desk for another phony email(6) plant and use the final main vault
access panel along the far wall to complete the vault access primary objective.
Exit the room and continue down the hall. Turn left down the side hall and look
to the left for a room filled with guards. While I would normally discourage
you from entering that room, there is a computer you need in there that can't
be hacked remotely through the glass door. I suggest using the keypad to unlock
the door then silently opening it. As soon as you open the door, move back into
the hallway and, with some luck, the guards won't be alerted. Now hack the
computer on the left side of the room remotely from the hallway and plant an
email(7). Be sure to close the door from the hallway side once you are done to
not arouse suspicion.
Alternately, you can open the door silently and use an airfoil on the standing
guard while in the hallway. Be sure to hit him in the head and he should go
down without alerting his friends. Take these two out silently and hack the
computer manually.
Next up, move past the opened glass door in the hall and go around the right
corner. Here is the safety deposit box room. Move along the boxes until the
interact menu says you can open one. Do so then grab the equipment inside.
Check the little room next to the entrance for a computer that will have a file
showing Lacerda's Panamanian contacts if you failed to complete the objective
during the last mission.
Leave this room and head down the right hallway. You will go down some stairs
and through a long hall to get to the main vault. See the two locks on either
side of the vault? Pick one and place your telemetric lockpick on it (doesn't
matter which one). Move over to the other lock and start picking. Now this
telemetric lockpick needs to sync up with your movements every time you place a
pin so as soon as you hear the pin fall into place, hold the analog stick in
that position until the red light turns green. If you did it right, Fisher will
move on to the next pin. If you failed to wait for the telemetric lockpick to
catch up, Fisher will go back to the previous pin. Repeat the process for each
pin using patience as your guide.
After that ordeal, move up to the vault door and plant a charge on it. Move to
the other end of the room and detonate the charge. Bingo! Now move to the back
end of the vault and access the computer. Simply accessing the computer will
complete the purchase primary objective. Be sure to open the cage to set up the
theft part of the mission and also hack the computer to plant the last fake
email(8). This will complete the email opportunity objective. You can also turn
off the floor lights in the room but I don't recommend turning on the sprinkler
system.
Now that the cage is open, turn around and go down the right side of the vault
a little ways to find the bonds you need to steal. Pick them up to complete the
bonds primary objective and to get a new primary.
NEW PRIMARY: Exfiltrate to the primary extraction point
With money in hand, head towards the entrance of the vault. Many readers
notified me of a laser that will sometimes activate near the vault entrance.
J.Nguyen has this to offer: When you're near the vault exit, turn on your
thermal to see the laser right at the vault opening. Switch to EMF to see the
source of the laser (a small rectangle that is on the right side of the vault
opening). Turn on your OCP to disable the source of the laser then exit the
vault and head back through the hall you came in. Once up the stairs, proceed
back through the hall on the right and keep going until you find a door on the
left with an exit sign and a shut off camera above it. Enter this room and go
across the room to the fire door on the other side.
_______________________________________________________________________________
AREA: North Wing
The fire door will place you back outside on the side of the bank where you
climbed up to the rooftop. Go forward through the archway and back through the
door. Exit out the door on the other side of the hallway and make your way back
to the gate on the left side of the area. The extraction point is along the
wall on the right side of the gate. This completes the extraction primary
objective and the mission.
===============================================================================
SC4.4------------------------------Penthouse-----------------------------------
===============================================================================